One thing I quote in DAO is also the numerous little innovation, it could be just features rarely used but bring them back in the mainstream is the same than a real innovation. Here some I quote that I like a lot:
EDIT:
I forgot but I think I have seen it in another CRPG but I don't remember which one, it's:
- Sustained spells.
- One inventory for the whole team.
- Team selection among a roster in many places instead of a fixed or few fixed places.
- Team camp design much more developed than it's ever been done, even with story events occurring there.
- Tiny PC ingame icons for the summon right to icon of his master.
- Buffer action with a tiny icon right to PC ingame icon (it's just weird that because (or not) of this design choice we lost more actions buffered, perhaps 2 would be a nice balance).
- Small PC movements during fights, very nice, never saw that before (or don't remember), that makes back-stab tactics very clear.
- Direct links with a click from events icons to sections in diary/quests/and more.
- Detailed tactics programming in game.
- Gifts for the management of relationship with party characters. Well I'm not in love with that gameplay stuff but gifts are a welcome addition anyway.
- First real party pet well detailed and well developed during the adventure. Well I never played Fable 2 so I don't know for this one.
- Free specializations, well Dungeon Lords had that and probably better designed but this game is so unpopular that it doesn't count in the records.
EDIT:
I forgot but I think I have seen it in another CRPG but I don't remember which one, it's:
- Multiple beginnings depending of some character traits.
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